#pragma once
#include "Game/Process/RenderProcess.h"
#include "Render/Tradition/ComputePipeline.h"
#include "Render/Shader/RHIDescriptor.h"
#include "Render/Tradition/RHIFramebuffer.h"
#include "../LocalEntity.h"
#include "../LocalShader.h"
#include "../ResourceProcess.h"
#include "../LocalScene.h"

class DdgiRayTraceProcess;

class DdgiSampleProbeGridProcess : public RenderProcess
{
	DECLARE_PROCESS(DdgiSampleProbeGridProcess)

	struct PushConstants
	{
		float giIntensity;
	};

public:

	PushConstants mPushConstants;

protected:

	virtual void OnInit() override;

	virtual void OnTick(float deltaTime) override;

	virtual void OnResize() override;

protected:

	LocalScene* mLocalScene;

	ResourceProcess* mResourceProcess;

	DdgiRayTraceProcess* mDdgiRayTraceProcess;


	uint32 mDispatchWidth;
	uint32 mDispatchHeight;


	RefCountPtr<RHITexture> mOutputImage;


	RefCountPtr<RHIDescriptor> mDescriptor;

	DescriptorMask mDescriptorMask;

	std::array<DescriptorMask, 2> mMultiDescriptorMask;



	RefCountPtr<ComputePipeline> mPipeline;



	RefCountPtr<RHICommandBuffer> mCommandBuffer;

	RefCountPtr<RHISemaphore> mWaitGraphicsSemaphore;

	RefCountPtr<RHISemaphore> mSignalComputeSemaphore;

};
